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SetPosition, part 1
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@ -11,6 +11,12 @@ public:
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CPlaceable(void);
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virtual ~CPlaceable(void);
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CVector &GetPosition(void) { return m_matrix.GetPosition(); }
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void SetPosition(float x, float y, float z) {
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m_matrix.GetPosition().x = x;
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m_matrix.GetPosition().y = y;
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m_matrix.GetPosition().z = z;
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}
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void SetPosition(const CVector &pos) { m_matrix.GetPosition() = pos; }
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CVector &GetRight(void) { return m_matrix.GetRight(); }
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CVector &GetForward(void) { return m_matrix.GetForward(); }
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CVector &GetUp(void) { return m_matrix.GetUp(); }
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@ -659,7 +659,7 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
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}
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void
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CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector ¢re, float radius, bool ignoreZ, short *nextObject,
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CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, short *nextObject,
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short lastObject, CEntity **objects)
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{
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float radiusSqr = radius * radius;
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@ -685,7 +685,7 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector ¢re, float radi
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}
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void
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CWorld::FindObjectsInRange(CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject,
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CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject,
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CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds,
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bool checkObjects, bool checkDummies)
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{
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@ -101,8 +101,8 @@ public:
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static CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
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static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
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static void FindObjectsInRangeSectorList(CPtrList&, CVector&, float, bool, short*, short, CEntity**);
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static void FindObjectsInRange(CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
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static void FindObjectsInRangeSectorList(CPtrList&, Const CVector&, float, bool, short*, short, CEntity**);
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static void FindObjectsInRange(Const CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
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static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
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static void FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
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static float FindGroundZForCoord(float x, float y);
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@ -58,6 +58,9 @@
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#define Max(a,b) ((a) > (b) ? (a) : (b))
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#define Min(a,b) ((a) < (b) ? (a) : (b))
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// Use this to add const that wasn't there in the original code
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#define Const const
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typedef uint8_t uint8;
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typedef int8_t int8;
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typedef uint16_t uint16;
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